Those are all good answers, but thats not exactly what im looking for. Let me try it another way:
I initialized an AtlasSprite in my (id) init, which is my main sprite
Then in (void) jump, i want to take that same sprite, but i want to animate it with an array of images. The images i want to animate it with are called 2.png, 3.png, 4.png, and 5.png. Here is some code:
- (id)init {
AtlasSprite *one = [AtlasSprite spriteWithRect:CGRectMake(608,-7,60,70) spriteManager:spriteManager];
[spriteManager addChild

ne z:4 tag:kOne];
}
- (void)jump {
one_vel.y = 550.0f;
//This is where i want to animate "one" with an array of images called //2.png, 3.png, 4.png, and 5.png
//Also, how would i declare the atlas sprite used above in (void) jump?
}